Intensive Training with Virtual Reality on Mobility in Adolescents with Cerebral Palsy-Single Subject Design

Int J Environ Res Public Health. 2021 Oct 5;18(19):10455. doi: 10.3390/ijerph181910455.

Abstract

Purpose: To evaluate the effects of a short-term intensive virtual reality intervention in adolescents with cerebral palsy (CP).

Methods: Single-subject design, type A-B-follow-up, with four participants (P) with CP, 15-18 years, GMFCS level II. A two-week intervention phase was performed with twelve Nintendo® Wii games in six sessions (90 min) per week. Outcome variables were semi-static balance (Pressure Center Oscillation-PCO), gait speed (Ten Meter Walk Test at usual speed-TMWT-U; and fast speed-TMWT-F), mobility (Timed Up and Go test-TUG), endurance (sit-to-stand test 5 times-STS-5), and gross motor activity (Gross Motor Function Measure-GMFM).

Results: Statistical improvements were observed in GMFM-D (P2-P3), TMWT-F (P2-P3-P4) and TMWT-U (P2), STS-5 (P3-P4), TUG (P3), and PCO (P2-P3), assessed by level, trend, latency, and visual inspection to analyze change.

Conclusions: This study shows that a short-term intensive intervention using Nintendo® Wii-based games in adolescents, GMFCS level II, can be an effective therapy, leading to some recovery of functioning in these young people.

Keywords: adolescents; cerebral palsy; functioning; intensive training; virtual reality.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adolescent
  • Cerebral Palsy*
  • Humans
  • Postural Balance
  • Time and Motion Studies
  • Virtual Reality*
  • Walking Speed